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Action, Character, Story or World Oriented Campaigns?
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<blockquote data-quote="Gothmog" data-source="post: 3563218" data-attributes="member: 317"><p>1. World- without a solid framework and basis for the campaign, it will fall apart. I also like worlds that don't have major epic worldchanging events occurring every 20, 50, or 100 years. Once every 300-500 years is good enough- it worked for our world. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Instead depth and richness of a setting are important, which is where most commercially available fantasy worlds fail- they change too often and have too many huge events occurring to be credible. That said, if the characters do something that would alter the world in some drastic way, then the world is changed to reflect their actions.</p><p></p><p>2. Characters- within the world, I try to cater and design adventures around the characters and their interests, motivations, and lives. Events can and do still occur in the world apart from them, but if the characters get themselves involved in a major event, then they have a chance to direct it. If they choose to sit it out, then the event still occurs, and the event can still have consequences for them and others.</p><p></p><p>3. Story- I tend to run plot arcs, that is, stories of 3-5 linked adventures, which are followed by a couple non-related adventures. I prefer not to box myself in and make a major campaign story from 1st to 20th level. Sometimes I'll come back and visit a previous consequence or NPC from an adventure, showing how the situation or person has developed over time, but there is NO BBEG in my world.</p><p></p><p>4. Action- this is an afterthought- a possible way to resolve conflicts, but not the only way. My players like a complex world, investigation, subterfuge, intrigue, and exploration more than combat, so I don't design adventures around it. We usually have 1 or 2 combats in a 6-8 hour session. As a player, I HATE dungeon crawls with endless combats- its the most boring possible type of game to me.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 3563218, member: 317"] 1. World- without a solid framework and basis for the campaign, it will fall apart. I also like worlds that don't have major epic worldchanging events occurring every 20, 50, or 100 years. Once every 300-500 years is good enough- it worked for our world. :p Instead depth and richness of a setting are important, which is where most commercially available fantasy worlds fail- they change too often and have too many huge events occurring to be credible. That said, if the characters do something that would alter the world in some drastic way, then the world is changed to reflect their actions. 2. Characters- within the world, I try to cater and design adventures around the characters and their interests, motivations, and lives. Events can and do still occur in the world apart from them, but if the characters get themselves involved in a major event, then they have a chance to direct it. If they choose to sit it out, then the event still occurs, and the event can still have consequences for them and others. 3. Story- I tend to run plot arcs, that is, stories of 3-5 linked adventures, which are followed by a couple non-related adventures. I prefer not to box myself in and make a major campaign story from 1st to 20th level. Sometimes I'll come back and visit a previous consequence or NPC from an adventure, showing how the situation or person has developed over time, but there is NO BBEG in my world. 4. Action- this is an afterthought- a possible way to resolve conflicts, but not the only way. My players like a complex world, investigation, subterfuge, intrigue, and exploration more than combat, so I don't design adventures around it. We usually have 1 or 2 combats in a 6-8 hour session. As a player, I HATE dungeon crawls with endless combats- its the most boring possible type of game to me. [/QUOTE]
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